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ok listen, what i hear are crickets, that means you have installed another mod and it has overwritten files, + there may be an xml file too running.

Big delay' too ?

skipping too?

 

the walk speed is way too fast as well.

please upload that saved game file.

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if MegatonBombRef.explodeMe == 0

;Report to Mister Burke in Tenpenny Tower.
set MegatonDestroyed to 1
MS11MegatonToggle.disable
TriggerLODApocalypse
MegatonMapMarkerREF.disable
MegatonDestroyedMapMarkerRef.enable
showMap MegatonDestroyedMapMarkerRef 1
set MegatonNormalWeatherChance to 0
set MegatonDestroyedWeatherChance to 100
setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up

rewardKarma -1000

endif

 

Fallout3.esm \ Quest \ 00014E9E <MS11>

 

completeAllObjectives MS11

;Get Burke Reward
rewardxp 300

if MS11.BurkeBonus >= 1
player.additem caps001 1000
else
player.additem caps001 500
endif

player.additem TenpennySuiteKey 1
player.additem HouseDeedTenpenny 1
Set RadioGalaxyNewsQuest.MS11Clear to ( GameDaysPassed + 1 )
Set RadioGalaxyNewsQuest.ExploitReady to 1
set MS11.BlowUp to 4
;TenpennyPlayerDoorRef.Enable
;TenpennyUnocSuiteDoorRef.Disable
setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up
stopQuest MS11
addachievement 23

 

that starts his idles.

 

scn MS11FinScript

short BurkeCharmed ;set in MS11 dialog if player charmed Burke with Black Widow dialog option
float letterDeliveryDay ;stores the last day a letter arrived, used in dialog with Moriarity to deliver love letters to player

short lettersWaiting ;stores a count of how many letters the player has to pick up -- controls dialog infos
short lettersSent ;how many letters have been sent (so we stop sending them after all of them are sent)

short moved
short assassins ;1 = burke should send assassins -

float debugTimer

Begin GameMode

set debugTimer to debugTimer + getSecondsPassed

if BurkeCharmed != 0

;set up the first delivery day
if BurkeCharmed == 1
set letterDeliveryDay to GameDaysPassed + 7
set BurkeCharmed to 2
endif

;deliver letters
if lettersSent < 4
if letterDeliveryDay <= GameDaysPassed
set lettersSent to lettersSent + 1
set lettersWaiting to lettersWaiting + 1
set letterDeliveryDay to GameDaysPassed + 7


endif
endif
endif


;Make Burke disappear
if moved == 0

;Obsolete - Burke is moved to Tenpenny Tower when the bomb is armed
;The commented out script could cause issues if player trains him out of the world space after he has accepted the quest
; if getStageDone MS11 15 == 1
; if MisterBurkeRef.GetInWorldSpace MegatonWorld == 0 && MisterBurkeRef.GetInZone MegatonZone == 0
; ;he vanishes like the mysterious henchman he is, to appear at Tenpenny Tower
; MisterBurkeRef.moveto xMS11BurkeStandTenpenny
; set moved to 1
; endif
; endif


if MisterBurkeRef.getIsCurrentPackage MS11BurkeFlee == 1
if MisterBurkeRef.getInSameCell player == 0
;he vanished like the myserious henchman he is, and is never seen again
MisterBurkeRef.disable
set moved to 1
endif
elseif MS11Fin.BurkeCharmed != 0
if MisterBurkeRef.getInSameCell player == 0
;he vanished like the myserious henchman he is, and is never seen again
MisterBurkeRef.disable
set moved to 1
endif
endif


if getStageDone MS11 210 == 1 ;player disarmed bomb and got reward from Simms
if MisterBurkeRef.getInSameCell player == 0
;he vanished like the myserious henchman he is, and is never seen again
MisterBurkeRef.disable
set moved to 1
endif
endif

endif

if moved == 1
setQuestDelay MS11Fin 0
set moved to 2

endif


End

 

that explains how it works ,it's contingent on how the game runs, If you cheat? well this stuff no longer applies. It get's broken.

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ok so it's not firing likes it's supposed to.

Have you tried to do this quest prior to entering Tenpenny tower "without console commands?" because that IS breaking the games stages.

 

How ever, I'll look into that IF I have your saved game at that exact spot "before blowing up megaton."

You're right, it is. I noticed that when you complete Tenpenny Tower before disarming the bomb and then re-enable Mister Burke after disarming it, he will greet you to say "Thanks for taking care of our little problem. Now if you'll excuse me." This dialogue strangely isn't present if you completed it after disarming the bomb or if you rigged it to explode. Also, if you have the "Gotta Shoot Em' In The Head" quest active before disarming it, when you re-enable it you can also ask him "Have you ever heard of a Mister Crowley?"

 

 

Regardless, after he greets you with that dialogue he goes straight back to the balcony and just stands there as always with no dialogue tree. Note: If you haven't initiated in conversation with Burke to get the problem dialogue before he reaches the balcony, he won't say anything at all.

 

Sure, here's my save right before disarming or detonating Megaton's Atomic Bomb:

http://www.mediafire.com/download/gf3bw6fcyj4lkoj/BeforeChoice.fos

 

However, please, if you manage to resolve Burke's script packages and dialogue, tell me what you did so I can catalog it for the future.

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I would warn you, I never give up.

I'll down load it and be back later on tonight.

is that ok?

I appreciate your dedication, I truly do. Disregard that fast running, it's a part of an ENB that's quite annoying as it some slows down the game into a slow motion state if the frame rate drops slightly. I never use any quest modifying modifications. I only use ENBs, texture modifications, GNR Enhanced, RH_Ironsights and the Sprint Mod. The explosion probably looks small to you because the field of view is set to 90.

Edited by VirtualVictory
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Well, in the mean time, I'm going to have to complete Tenpenny Tower and start "You Gotta Shoot Em' In The Head."

 

Worst case scenario the script that makes him go to Tenpenny03 is directly tied to the detonation of the bomb and if it can't be changed, is there a way for me to change the priority of that sandbox AI package? More importantly, if I were to change the priority of that script, would it save to my game save? I mean, whenever you blow up Megaton he'll only say "You should be proud of your accomplishment" anyway, so I could just use the "Set MS11.Disarm to 3" command to have him say that I'll be sorry; it wouldn't make much difference to me.

 

I would love for Burke to have a basic dialogue tree where I can say "I have to go," but I can live without it, for the time being. Would you be willing to teach me how to change the priority of that package?

 

Thank you again for all your responses.

Edited by VirtualVictory
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I would love for Burke to have a basic dialogue tree where I can say "I have to go," but I can live without it, for the time being.

that is doable, but it's a major change in the games structures, it will mean a complete re-write of the power of the atom.

Others have done this.

um, a while ago, you were sent packages I believe of the remastered mod?

in that, you will find the scripts the team comented out.

the code was from a borrowed "technique " from JustAnOtthers xlive removal...achievements data. which we found caused weird things to take place, so, Jeo...Mr Collins wrote new scripts and vectored in corrections to those scripts repairing the out comes so the game would operate no matter what.

What was required to do this was shut down the DLC start ups scripts until you reached the areas near where they should fire.

These scripts will stand out in pink color when examined in xedits program while conducting a cleaning operation though NOT cleaning the file, rather using the algorithm to inspect the code with.

 

Any version of xedit will do. It's a big undertaking to re-write the games structure.

But, before taking on this kind of task, you must make sure that the games files are in the proper order before opening up any thing.

Ini files, set to normal with needed geck tweaks for DLC / masters set. no other tweaks.

No Fose, No ENB's, nothing but raw fallout code.

 

you can't have any others mod's data in the data folder Either....you require a surgical Environment to accomplish a task meant for others to use.

Never delete anything in game. you want to delete an object? you do that VIA mesh constructions, not scripts, Not ESP / ESM controls.

 

Don't know what this means? LOL. keep going. soon you might find out. In that mod's construction's came with it some others pieces of code...

Presna's fix for the counter Bleeding, a simple fix, this type of fix is encoded into the mesh file ,but the results are that the counters no longer bleed when shot, these counters are in the super duper mart.

 

some other codes were tried too, but were subsequently removed because they did not fit the project's goals. It was meant to be used as a guide only, loaded last, you could run the game...but the code was supposed be used to correct things modelers made.

Put another way you might grasp...you need a template to be used by sort order tools ? Correct? well that's kept and maintained on an svn web site for tools that update and download instructions for this load order...think of Remastered as that template...Get it now?

 

This task is yours, not mine..so I have to bow out of that offer. I can only help find the bugs and fix them, I am not here to make your mods.

That's not my job. Trouble shooting bug's / problems is my Job.

 

If I offer a patch, a fix, that's where I have to draw the line. I have no idea what is used as in this case here, what the order of things are involved.

What I have...is no different than what you have and depend on is the templates, That means the basic fallout games, any games. Vanilla structures "Every one should have", That's solid gold and can't waiver. It also is my guarantee I can find things fast too.

The master scriptwriter's I know might offer you support. But i leave it at that.

kitty

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This task is yours, not mine..so I have to bow out of that offer. I can only help find the bugs and fix them, I am not here to make your mods.

That's not my job. Trouble shooting bug's / problems is my Job.

 

If I offer a patch, a fix, that's where I have to draw the line. I have no idea what is used as in this case here, what the order of things are involved.

What I have...is no different than what you have and depend on is the templates, That means the basic fallout games, any games. Vanilla structures "Every one should have", That's solid gold and can't waiver. It also is my guarantee I can find things fast too.

The master scriptwriter's I know might offer you support. But i leave it at that.

kitty

 

Fair enough, you've went above and beyond my expectations of any member here in the community, I cannot thank you enough for all the support and information you've provided. Regardless of my relatively brief inexperience with the G.E.C.K., the information is always available here should I or anyone else need it. I'm going to continue on through the game to to complete Galaxy News Radio, Stealing Independence, and start Gotta Shoot Em' In The Head. I know for a fact I'm going to need help in the not so distant future with resetting Red, Susan Lancaster and Flak in "Strictly Business."

Edited by VirtualVictory
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